浏览代码

Add a comment

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
当前提交
b3807543
共有 1 个文件被更改,包括 6 次插入0 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


{
directionalLightcount++;
// We make the light position camera-relative as late as possible in order
// to allow the preceding code to work with the absolute world space coordinates.
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Caution: 'DirectionalLightData.positionWS' is camera-relative after this point.

// Then culling side. Must be call in this order as we pass the created Light data to the function
GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView);
// We make the light position camera-relative as late as possible in order
// to allow the preceding code to work with the absolute world space coordinates.
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Caution: 'LightData.positionWS' is camera-relative after this point.

GetEnvLightVolumeDataAndBound(probe, lightVolumeType, worldToView);
// We make the light position camera-relative as late as possible in order
// to allow the preceding code to work with the absolute world space coordinates.
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Caution: 'EnvLightData.positionWS' is camera-relative after this point.

正在加载...
取消
保存